Considering how many of today's game developers childhood experiences were «playing video games,» this might explain the recent trend of
games about making games.
And that's one of the hardest
things about making games — continuing to innovate and evolve, while staying true to expectations players have from previous experiences.
Much of the ongoing
conversation about making games that more accurately reflect the diversity of gaming's audience has been overshadowed by persistent flare - ups.
«We've always been
about making games for the core gamer, and they weren't necessarily games that did well financially, which is too bad,» he said.
So when I left I thought I knew a
lot about making games, but I didn't — I just knew a lot about my role in the greater production process.
Capcom's Yoshinori Ono was also featured, with the Street Fighter IV producer talking
about making a game where players could battle anywhere.
In fact one of the main reasons other third parties complain
about making games on Nintendo's hardware is that it isn't fair because Nintendo is intricately knowledgeable about the hardware and most of the Wii's and DS's consumers strongly favor Nintendo's games over theirs.
If juice is
all about making your game come alive and enriching interactions by maximizing the output you get for a single input, Oil is about minimizing the friction and effort that goes into making an input in the first place.
It's not something I had ever really appreciated before, and hearing these fascinatingly mundane
stories about making games in a triple - A studio was eye - opening.
Everything — literally everything — he learned
about making games came from poring over pre-existing comment threads on forums and blogs until he found the solutions he needed to move forward.
Brother Maynard explained the all stuff clearly enough so we got confirmation (as usual, what a surprise) you are both incompetent
about making games at large and about finance as well.
None of them were about monetization, sales, numbers and not even very much
about making games actually, but to inspire the audience to find more creative ways in game design.
Because for me, it's
not about making the game «XXX» as if I desperately want to see those girls and boys in that scant clothing.
Developer interview: The one - man studio behind Jettomero (Gamasutra staff / Gamasutra) «Gamasutra had the pleasure of talking to Koenig
about making the game in a recent Twitch stream.
Pikmin 3 is getting new DLC, Donkey Kong Country: Tropical Freeze has been delayed to February of next year, Kirby is set to make his Nintendo 3DS debut in 2014 as well and new details on The Legend of Zelda: A Link Between Worlds show Nintendo is serious
about making the game mechanics feel fresh.
We also
set about making the game more approachable, and to this end we added a new utility (the Binoculars) that helps you aim, an introduction sequence to guide you through the menu system and an automatic shot assist mechanic that helps your shots find their targets in easy mode.
The mind behind Metal Gear Solid, Hideo Kojima, speaks about how his interest in movies and novels affected the way he approaches game design and
about making game systems, story...
«The voice thing is really
just about making the game believable,» developer Visceral Games» executive producer Steve Papoutsis told G4 at PAX East last week.
Another nice thing
about making a game single player is that you can exactly fine tune your generation algorithms to not only never «screw up» and throw a match, but to be far better from the perspective of the player than the input of a second player could be.
As evangelist for Everyplay, Oscar Clark considers his work to be the perfect opportunity to share his
passion about making games and the way communities crystallize around them.
Elsewhere Fable maestro Dene Carter talked about the unveiling of the then - named Project Ego, and Richard Jacques
wrote about making game scores more cinematic.